Gaming system, method and device for generating images having a parallax effect using face tracking

ABSTRACT

Gaming devices and methods are set forth which provide for face or body tracking to provide gesture input and also to generate content displayed based upon the motion parallax of the player to create a 3D effect. In a community gaming environment gaming content may be superimposed over real time or recorded scenes to create a 3D effect between players of the community game.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a regular utility application filing claimingpriority to prior filed U.S. provisional patent application number61/422,753 filed Dec. 14, 2010 and titled “A Gaming System, Method andDevice for Generating Images Having a Parallax Effect Using FaceTracking” and prior filed U.S. provisional patent application number61/540,659 filed Sep. 29, 2011 and titled “A Gaming System, Method andDevice for Generating Images Having a Parallax Effect Using FaceTracking”.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains materialthat is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure, as it appears in the Patent and TrademarkOffice patent files or records, but otherwise reserves all copyrightrights whatsoever.

FIELD OF THE INVENTION

The field of the invention relates to systems, methods and apparatus forthe rendition of graphics at a display for a gaming device whichproduces a three-dimensional effect through the use of viewer-positiontracking. The present invention additionally relates to using viewerposition tracking to provide gesture input control of the gaming deviceand to determine or approximate motion parallax to provide a 3dimensional (3D), virtual reality effect. The present invention alsorelates to incorporation of touch screen functionality for such gamingdevices. More particularly it relates to such systems, methods andapparatus where such effects are incorporated into game play.

BACKGROUND OF THE INVENTION

Gaming devices such as casino gaming devices, e.g. slot machines, havebeen popular for over a century. Initially such devices were mechanicaldevices presenting one or more mechanical spinning reels to randomlyselect and display winning or losing outcomes at a single pay line.Modernly such devices are computer controlled and some include videodisplays, electro-mechanical stepper controlled physical reels orcombinations thereof. Typically these devices display game features of abase game and perhaps one or more bonus or secondary games. For example,for a video device, the game may present a base game depicting videoimages of five reels each with three display positions, i.e. coordinatesproducing a 3×5 matrix of positions for symbols. One or more pay linesare provided. Under control of the computer processor the video displaydepicts the reels spinning and stopping to arrange the game symbols inthe matrix and where a predetermined winning combination of symbols isobtained on a wagered upon (i.e. enabled) pay line or pay arrangementthe player receives a prize. Of course the foregoing description shouldnot be deemed to be limiting since awards may be issued for symbolsscatted in the matrix, i.e. a “scatter pay” and some symbols may triggeradditional features such as a secondary game.

In the prior art casino device games the secondary game may include freespins of the base game, alteration of the base game for a number ofspins, e.g. making one or more symbols wild or altering the symbol setsfor the reels, a game where a player makes selections to reveal one ormore prizes or otherwise interacts with a game feature to produce, ortry to produce, an additional award.

A drawback of these prior art gaming devices is that the game graphicalimages at the game video game display are two dimensional. Recentlysoftware-based graphics engines have been produced which can produce a3D effect at an auto-stereo electronic display such as an LCD, plasma,OLED or other electronic display. One type of auto-stereo display useslenticular or shuttering technology in combination with generation ofdifferent views for each of the left and right eye as described, forexample, in Rhodes, U.S. Pat. No. 7,697,751 filed Dec. 29, 2005 andtitled “Use of Ray Tracking For Generating Images For Auto-StereoDisplays”, the disclosure of which is incorporated by reference.Auto-stereo displays are believed to be currently commercially availablefrom Vortex Immersion Media, Inc., of Las Vegas, Nev.

At http://johnnylee.net/projects/wii/ there is shown and proposed aconversion of a Nintendo Wii® device to provide a virtual reality effectby reversing the infrared sensor bar to the player's head (for headtracking) and the control wand to the display. Movement of the sensorbar detects movement of the player's head relative to the display anddisplay software renders the images accordingly to produce a 3D, virtualreality, effect. Seeing Machines Inc. of Acton, Mass. athttp://www.seeingmachines.com has also proposed using their headtracking software (face API) in lieu of the infrared sensors of the Wii®arrangement to provide the same effect. This technology demonstratesthat using head tracking to detect head motion and rending graphicsaccording to the determined motion parallax such that 3D, virtualreality displays can be created without using the auto-stereo techniquesof “lensing” or shuttering.

It would be advantageous to incorporate the features of such technologyinto a gaming device. It would further be advantageous to selectivelyactivate such features to enhance the play of the game. It would beadvantageous to activate such features in connection with a bonus orfeature game to increase the entertainment value of the game. It wouldbe advantageous to activate such features relative to portions of a gameor bonus display such as one or more game symbols, pay line markers,bonus game images or the like. The activation may be coordinated to thedesired effect such as related to winning symbol combinations, jackpotsymbols, scatter symbols or other symbols which the game designer wishesto highlight. The effect may be pronounced for some symbols and lessenedfor others as desired. For example, a symbol may be subject to theeffect such that it appears to “extrude” or extend from a virtual reelstrip.

It would be advantageous to apply a default condition to the gamingdevice when no player is present, i.e. the controlling electronicsassumes a default head position to avoid “searching” for a non-existentplayer. When a player sits at the gaming machine and their head positionis detected there is a lag in producing the desired effects from thedefault condition to the real-time position of the player's head whichmay introduce an unpleasant or distracting jarring or jerking effect tothe 3D feature. If a player turns their head, bends over or otherwisetemporarily moves their head from the target acquisition zone, similarlythere is a lag until the system catches up to the movement again likelyintroducing a jerking effect. It would be advantageous in this regard toprovide, under certain conditions, a “smoothing” of the effect to reducethe effects which may be introduced by the first acquisition of aplayer's face from a default condition and where the player moves theirhead.

It has been known to provide gaming machines with touch screen or touchsensitive displays. As is known these displays can be of various types;resistive, surface acoustic, capacitive, surface capacitance, projectedcapacitance or any other type. Using such a display a player caninterface with the gaming device (and system) by touching appropriateareas of the display. During the play of a game the player may have tomake selections such as picking cards, making wager selections orselecting between displayed icons.

It would be advantageous to provide a game where one or more featuresare displayed with the aforementioned 3D virtual reality effectcoordinated with reconfiguration of the touch screen display to permitthe player to enter prompts such as selects based upon the imagesrendered to the player. That is, as the images are altered by motionparallax, additional touch screen prompts can be revealed and proved tothe player.

It would be advantageous to provide a game where, by movement of theplayer's head the player can “zoom” in on the image. For example, if aplayer had poor eyesight it would be advantageous for the player tosimply lean toward the display to zoom in on the selected scene.

There is also a need to provide a system, apparatus and method whichenables a player to enter prompts and make selections based upon sensedgestures such as movement of the head, hands or arms and which cancombine this functionality with providing the aforementioned 3D effects.

There is also a need to provide a community gaming experience whichincorporates the virtual reality technology.

SUMMARY OF THE INVENTION

In accordance with one embodiment of the present invention there isprovided a gaming device presenting a game to be played by a player. Thegaming device includes a video display and apparatus for generating datacorresponding to at least the approximate position of at least a portionof the player's body relative to the display, the relative positionchangeable during operation of the gaming device by relative movement(actual or virtual) between the player and the display, i.e. either theplayer moving, movement of the display or use of a controller to effectvirtual motion parallax. In this embodiment the apparatus may be adigital camera operating in the visible or infrared spectra or any otherdevice operating in the electromagnetic spectrum or may be an acousticalposition sensing device. A processor, such as a processor at the gamingdevice or located remotely but operatively coupled to the gaming devicethrough a suitable communication network, is configured to receive thedata from the apparatus, to render an image at the display in connectionwith the game based upon motion parallax, actual or virtual, between theplayer and the display and to detect and process at least predeterminedchanges to said relative position to control one or more features and/orimages of the gaming device based upon the motion parallax. For example,if the apparatus senses that the player has moved their head to theright the processor renders the image so as to provide the player with aview simulating a 3D effect. The sensor can also sense this movement asa control input to control a feature of the game such as steering ormoving a displayed object. As a non-limiting example, during the gamethe player may have to navigate through a field of images by moving thehead from right to left. As they do so the processor renders the imagesto provide a 3D effect based upon motion parallax and the player'smovement or gesture to display the navigation through the field. Therelative motion may be provided by the player moving their head, noddingtheir head, moving their head closer to or away from the display or acombination of those movements that is sensed by the apparatus toprovide input to the processor to control or operate a feature of thegame. Alternatively the player may be provided with a control to movethe display, e.g. physically rotate it from one side to the other ortilt it forward and back or which provides an input which does notphysically move the display but controls the display to displayresultant images as though the display were moved without physicallymoving the display, i.e. virtual or “induced” motion parallax.

In another embodiment the processor is configured to render the view ofan image of the game in conventional 2D form (including high definitionif desired) and based upon a predetermined event or a command render animage or a portion of the image having the aforementioned 3D effectbased upon motion parallax. As but a non-limiting example, if the playerobtains a certain outcome during the play of a base game such as aspinning reel slot machine-style game, one or more symbols may bedisplayed having the aforementioned 3D effect based upon motionparallax. Using gestures such as head movements or other relativemovement the player may change the presentation of the image based uponthe motion parallax to reveal hidden or obscured images such as imagesappearing to be behind, beneath, above, or to one side or the other of agame symbol. Revealing such images based upon motion parallax provides a3D visualization of such images. The player may interact with the imagesthrough gesture or by the processor configuring a touch screen inputdevice based upon the sensed movement of the player's head to enable theplayer to provide a touch screen input for the images.

In a related embodiment the processor maybe configured to provideseveral degrees of the aforementioned 3D effect for example one being anattenuated version providing a minimal 3D motion parallax effect forexample during normal play of the game and one which is more pronouncedduring, for example, during a bonus or award feature. Several degrees ofthe effect may be applied to one or more images or image segments toconfer the desired effect.

In a further embodiment a gaming device to provide a game to a playerincludes a video display having a first video display overlaying atleast a portion of a second display. The first display is configured tohave at least a portion thereof changeable between a transparentcondition and a lenticular condition where at least a portion thereofdisplays spaced vertical lenticular lines. An apparatus is provided forgenerating data corresponding to at least the approximate positioncorrelated to the position of the player's head relative to the display,the changes to said relative position changeable during operation of thegaming device. A processor is configured to control the first displaybetween the transparent and lenticular conditions and the second displayto display images related to the play of the game in a first,two-dimensional, state and in response to a command or event and usingsaid data from said apparatus, control the first display to display saidvertical lenticular lines and one or more images at said second displayto display a lenticular image based upon said data to produce athree-dimensional effect to the player for the image. As but anon-limiting example, the first and second display may be videodisplays. During a base game the first display is controlled to atransparent condition and the second display displays game symbols suchas symbols for a reel based slot machine presentation. Upon acontrolling event or condition, an image on the second display such as aslot machine symbol, is displayed in coordination with the control ofthe first display to the lenticular condition. The image and verticallines of the first display are further controlled based upon the sensedrelative position of the player's eyes to produce a lenticular effectfor the image. If the player moves their head and eyes from one side tothe other, up or down or nearer or further relative to the display theprocessor controls the image and lenticular line configuration toproduce the aforesaid lenticular effect. The player may interact withthe images through gesture or by the processor configuring a touchscreen input device based upon the sensed movement of the player's headto enable the player to provide a touch screen input for the images. Therelative motion may be provided by the player moving their head, noddingtheir head, tilting their head, moving their head closer to or away fromthe display or a combination of those movements that is sensed by theapparatus to provide input to the processor to control or operate afeature of the game. Alternatively the player may be provided with acontrol to move the display, e.g. physically rotate it from one side tothe other or tilt it forward and back.

The apparatus may be a digital camera operating in the visible orinfrared spectra or any other device operating in the electromagneticspectrum or may be an acoustical position sensing device.

In a further non-limiting embodiment the gaming device may be linked toa system. At the request the gaming device, player or system related orprovided images at the gaming device display(s) such as a service windoware displayed to the player. The system service window may be adapted tooccupy the entire real estate of the display(s) or a portion thereofsuch as, for example, occupying the left-side one-third of thedisplay(s). These system related displays provide for player interactionwith the system such as for playing a system provided game, uploadingand downloading funds, inquiries concerning their account status and anyloyalty points they may have earned, redeeming system related awards andthe like. In this embodiment the gaming device or system may display oneor more of the system messaging related images such as the servicewindow with the aforementioned software or lenticular driven 3D effect.The processor would likewise recognize gesture inputs an alternativelyor additionally configure an input device such as a touch screen toenable the player to input information and respond to prompts from thesystem.

In yet another embodiment a gaming device includes a video display andapparatus disposed at the gaming device to acquire data representing theposition of the first player's eyes. The apparatus may be a digitalcamera or other device as referenced above. A source such as a memory orreal time data from a remote digital camera provides data representing ascene. The scene may be, for example, a scene of the surroundings forthe gaming device, a scene related to advertising, a scene related to afacility of a casino resort or the like. A processor is configured todisplay the images for the game or service window superimposed overimages of the scene, to detect movement of the player's eyes and renderat least one of said images of the game and/or of the scene at saiddisplay based upon motion parallax. That is, where movement of theplayer's eyes is detected the images are manipulated by the processor toprovide the 3D effect referred to above. In a related embodiment aplurality of displays may be provided to provide the effect created bylenticular shuttering as described above.

In yet another embodiment of the present invention at least a pair ofgaming devices arranged for play by first and second players. The gamingmachines may be arranged in a bank such as by being side-by-side orback-to-back. A first gaming device includes a video display fordisplaying game content for a base game to the first player. The basegame may include a video representation of slot machine reels or cardsof a card game. A digital camera is arranged at the first gaming deviceto acquire data representing the image of the first player andbackground and data corresponding to the position of the first player'seyes relative to the display. For example a digital camera may bedisposed on the first gaming device above, below or to one side of thevideo display. The first gaming device also includes a data inputapparatus which may be, for example, buttons, a touch screen inputdevice at the video display or as referenced above apparatus fordetecting gestures of the first player, i.e. movement of the hands orhead.

A second gaming device also includes a video display for displaying gamecontent for a base game to the second player (if any) and a digitalcamera to acquire data representing the image of the second player andbackground and data corresponding to the position of the second player'seyes relative to the display. Also provided is data input apparatus.

At least one processor is configured to, in response to triggering of anevent such as a group or community gaming event, control the display forthe first gaming device to display to the first player a game withimages acquired by the camera of the second gaming device. In oneembodiment the game may be images relating to a matrix of selections ora spinning reel game superimposed with the images of the second gamingdevice camera. Where the first and second gaming devices are arrangedback-to-back the superimposition gives the impression to the firstplayer that he/she is looking through their gaming device to the scenebeyond the second gaming device. At least the first player inputs datato play the game to produce an outcome. The processor also controls thedisplay of the second gaming device to display to the second player thegame with images acquired by the camera of said first gaming device to asimilar effect. In one embodiment the images for the game are displayedto the second player as a mirror image of the display to the firstplayer. Where the first and second gaming devices are arrangedback-to-back and during the game event the impression given to the firstand second players is that they are looking through their gaming devicesand the display of the game is suspended between them.

In a further embodiment the aforementioned 3D effects are, when noplayer is detected in the image target area, displayed based upon adefault position. This default position may be based upon a hypotheticalposition of a player of average height and position relative to thedisplay. For example, where the display is a gaming machine display, thedefault condition may display an attract image routine including the 3Deffects but based upon the default position of a player. When a playeris detected, according to this embodiment of the invention, a smoothingroutine may be executed which smoothly transitions between the 3Deffects based upon the default condition to the condition where a playeris actually detected to prevent the effect from appearing to jerk orjump to the condition configured to the actual player.

BRIEF DESCRIPTION OF THE DRAWINGS

These and other features and advantages of the present invention willbecome apparent with reference to description and drawings wherein:

FIG. 1 is a front perspective view of a gaming device according to thepresent invention;

FIG. 2 is a top view of a gaming machine illustrating the movement of aplayer's head relative to the gaming machine display;

FIGS. 3A-3C illustrate the 3D rendering of an image based upon themovement of the player's head and eyes relative to the display;

FIGS. 3D-3E illustrate the relationship between the displays and theviewers eyes using lenticular rendition of an image;

FIGS. 4A-4B illustrate the 3D rendition of a slot machine reel set basedupon movement of the eyes relative to the display;

FIG. 5A-5B illustrate an example of a gaming machine operationalplatform and components for a gaming terminal of the type of the presentinvention;

FIG. 6 is a block diagram of the logical components of a gaming kernelfor a gaming terminal;

FIG. 7 is a block diagram showing components of the gaming deviceaccording to the present invention;

FIG. 8 is a schematic of an example of a network incorporating gamingterminals;

FIG. 9 is a logic diagram of the process to integrate face tracking withtouch screen functionality;

FIGS. 10A-10C illustrate the views of an image based upon motionparallax;

FIGS. 11A-11C illustrate navigation through a field of images controlledby gesture;

FIG. 12 is a logic diagram of the process for a player to provide inputthrough gestures;

FIG. 13A-13B illustrate rendition of a service window at a display;

FIGS. 14A-14B are side views for a pair of gaming devices arranged in aback-to back relationship according to another embodiment of the presentinvention;

FIG. 15 is a logic diagram related to the offering of a community gamingevent for gaming devices;

FIG. 16 illustrates the display of a community game;

FIG. 17 illustrates a scene captured by digital camera for a gamingdevice according to this embodiment;

FIG. 18 is a view of the community game event superposed over the FIG.17 scene images captured by the digital camera;

FIG. 19 is a view of a selection game superimposed over scene images;

FIG. 20 is a view of a display for a gaming machine showing theapplication of the effects according to the present invention to showone or more extruded symbols;

FIGS. 21A and B illustrate a symbol where no extrusion effect has beenapplied and a reel strip include the symbol;

FIGS. 22A and B illustrate the same symbol of FIGS. 21A, B where anextrusion effect has been applied and a reel strip including the symbol.

FIG. 23 illustrates a reel strip where the 3D extrusion effect is seenat a symbol at the top of the reel strip;

FIG. 24 illustrates the reel strip of FIG. 23 rotated to locate theextruded symbol to a position where the extrusion is not evident; and

FIG. 25 is a logic diagram for smoothing the between states ofapplication of the effect to smooth transitions.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Referring now to the drawings, wherein like reference numbers denotelike or corresponding elements throughout the drawings, and moreparticularly referring to FIG. 1, there is shown an embodiment of agaming device 100 which may be employed according to apparatus, systemand methods of the present invention. The gaming device 100 includes acabinet housing 102, primary game display 104 upon which a primary game(sometimes referred to as a base game) and feature, bonus or communitygames may be displayed, top box 106 which may display multipleprogressives that may be won during play of the primary, bonus orfeature game, one or more player-activated input devices such as buttons108 or by providing touch screen functionality to the primary screendisplay 104. A player tracking module 110 and a bill/voucher acceptor120 may also be provided. One or more speakers (not shown) may also bemounted on the housing 102 to provide sounds to the player for example,scripted with the play of the game. The cabinet housing 102 is aself-standing unit that is generally rectangular in shape and may bemanufactured with reinforced steel or other rigid materials which areresistant to tampering and vandalism. Cabinet housing 102 houses one ormore processors, circuitry, data structures in the form of memorydevices such as EEPROMS, flash memory, hard drive memory and software(not shown) configured for the operation of the gaming device 100 ashereinafter described. Any shaped cabinet housing may be implementedwith any embodiment of gaming device 100 so long as it provides accessto a player for playing a game. For example, cabinet housing 102 maycomprise a slant-top, bar-top, or table-top style cabinet as is known inthe art.

The plurality of player-activated buttons 108 may be used for variousfunctions such as, but not limited to, selecting a wager denomination,selecting a game to be played, selecting a wager amount per game,initiating a game, selecting the number of pay lines to enable (i.e.wager upon) or cashing out money from gaming device 100. Buttons 108functions as input mechanisms and may include mechanical buttons,electromechanical buttons or touch screen buttons. Optionally, a handle112 may be pulled by a player to initiate a game.

In other embodiments, buttons 108 may be replaced with various otherinput mechanisms known in the art such as, but not limited to, a touchscreen system, touch pad, track ball, mouse, switches, toggle switches,control/joy stick or other input means used to accept player input. Forexample, one input means is a universal button module as disclosed inU.S. application Ser. No. 11/106,212, entitled “Universal ButtonModule,” filed on Apr. 14, 2005, which is hereby incorporated in itsentirety by reference. Generally, the universal button module provides adynamic button system adaptable for use with various games and capableof adjusting to gaming systems having frequent game changes. Moreparticularly, the universal button module may be used in connection withplaying a game on a gaming machine and may be used for such functions asselecting the number of credits to bet per hand. In other embodiments, avirtual button deck may be used to provide similar capabilities. Anexample of a virtual button deck is disclosed in U.S. application Ser.No. 11/938,203, entitled, “Game Related Systems, Methods, and ArticlesThat Combine Virtual and Physical Elements,” filed on Nov. 9, 2007,hereby incorporated in its entirety by reference. As hereinafterdescribed the buttons 108 may be replaced or augmented by data inputapparatus and methods which detect gestures of a player such as noddingor shaking of the head or movement of the arms, hands or body.

The cabinet housing 102 may optionally include the top box 106 whichcontains “top glass” 114 comprising advertising or payout informationrelated to the game or games available on gaming device 100. The glass114 may be replaced by a video display configured to display theaforesaid advertising and payout information or to display one or morefeatures of a game, progressive prize information of the like.

The player tracking module 110, as is known in the art, includes aplayer tracking card reader 116 and a player tracking display 118. Avoucher printer 120 may be integrated into player tracking module 110 orinstalled elsewhere in cabinet housing 102 or top box 106. The playertracking module 110 also includes a system interface input device suchas a keypad or as by including touch screen input functionality at theplayer tracking display 118. Functionally the player tracking module 108provides a communication interface between the gaming device 100 and oneor more systems such as the player tracking system and/or a slotaccounting system. As is known in the art the player tracking module 108may also provide or communicate data such as gaming device meterinformation (i.e. coin-in, coin-out), jackpots, or other selected andconfigured events including maintenance, progressive, community gamingor other events. It should be understood that some communicationsbetween the gaming device 100 and any connected system may or may notpass through or communicate with the player tracking module 100. Somefunctionality of the player tracking module 108 may include displays atall or a portion of the primary game display 104 and/or top glass 114display.

The primary game display 104 presents a game of chance wherein, inresponse to a wager, a player receives one or more outcomes from a setof potential outcomes. Mechanical or video/mechanical embodiments mayinclude game displays such as a window or glass for viewing a number ofelectro-mechanical stepper reels as is known in the art or employment ofa wheel for displaying/selecting either a primary game outcome or abonus game outcome. In a video embodiment, the primary game display 104is, typically, a CRT or a flat-panel display in the form of, but notlimited to, liquid crystal, plasma, electroluminescent, vacuumfluorescent, field emission, laser or any other type of panel displayknown or developed in the art. The primary game display 104 may bemounted in either a “portrait” or “landscape” orientation and be ofstandard or “widescreen” dimensions (i.e., a ratio of one dimension toanother of at least 16×9). For example, a widescreen display may be 32inches wide by 18 inches tall. A widescreen display in a “portrait”orientation may be 32 inches tall by 18 inches wide. Additionally,primary game display 104 as referenced above may include a touch screenor touch glass system (not shown). The touch screen functionality may bein lieu of or in addition to input buttons 108. An example of a touchglass system is disclosed in U.S. Pat. No. 6,942,571, entitled “GamingDevice with Direction and Speed Control of Mechanical Reels Using TouchScreen,” which is hereby incorporated by reference.

The primary game display 104 may is configured to present to a playerwagering games such as a video or electro-mechanical reel slot game, avideo keno game, a lottery game, a bingo game, a Class II bingo game, aroulette game, a craps game, a blackjack game, a mechanical or videorepresentation of a wheel game, video Poker or other game. Additionally,the primary game display 104 alone or perhaps in conjunction with a topglass 114 video device may be configured to present one or more featureor additional games.

The primary game display 104 may also present information such as, butnot limited to, player information, advertisements and casinopromotions, graphic displays, news and sports updates, or even offer analternate game. This information may be generated at the gaming device100 or through a host computer networked with gaming device 100 on itsown initiative or it may be obtained by request of the player usingeither one or more of the plurality of player-activated buttons 108; theprimary game display 104 itself (if game display 104 comprises a touchscreen or similar technology) buttons (not shown) mounted about primarygame display 104 which may permit selections such as those found on anATM machine (where legends on the screen are associated with respectiveselecting buttons) or any player input device that offers the requiredfunctionality.

The gaming device 100 also includes one or more apparatus for generatingor acquiring data corresponding to at least the approximate position ofthe player's body relative to the primary game display 104. In apreferred embodiment this apparatus is one or digital cameras 122disposed to acquire images of the player seated (or standing) duringplay of the gaming device 100. In most cases the gaming device 100 willbe played by a seated player and therefore their body and moreparticularly their upper torso (arms, hands, shoulders) and head wouldbe within a predictable field for view by the camera 122. The camera 122may have a wide angle lens and selected focal point to acquire theimages according to the present invention. For example the camera 102may be from Videology Imaging Solutions, Inc. of Greenville, R.I.configured for 640×480 digital video output at 30 frames/sec and set toa wide angle (similar to a 300 mm lens in a 35 mm system). The camera102 may operate in the visual spectrum or infrared. Alternativeapparatus may be employed such as apparatus operating in ultrasonicfrequencies. While not preferable an alternative apparatus would be atransponder requiring that the player have a device mounted on theirperson. While the following description will refer to the use of one ormore digital cameras 122 it should be understood that the positiondetection device can be the other devices referenced above whichfunction in the electromagnetic or acoustical frequencies.

One function of the digital camera 122 is to acquire and provide datawhich corresponds to the position and movement of the player's torso andhead for purposes of which will become evident. Based upon such data theposition and movement of the eyes of the player can be determined orapproximated. For this purpose face tracking software such “FaceAPI”face/head tracking software available from Seeing Machines, Inc., 39Strawberry Hill Rd, Acton, Mass. 01720, USA may be used. This softwareis configured to provide 3D face tracking functionality as well asorientation and facial expression detection.

FIG. 2 illustrates a top view of the gaming device 100 of FIG. 1 showingvarious positions of a player's head relative to the primary gamedisplay 104. At position 200 the player's head is centered whereas atposition 202 the player has moved their head to right and at 204 to theleft of the substantial “centered” view position at 200. By sensing themovement of the player's head (and their eyes) views of images can begenerated based upon the motion parallax of the player using software orauto-stereo parallax technology as will hereinafter be described.

FIGS. 3A-3C illustrate the changes which would occur where rendering ofgraphics, in this case a view of a cube, is based upon motion parallax.In FIG. 3A the player's head 300 is relatively centered relative to thevideo display 302. The view of the cube 304 is straight on thus theplayer sees the front side 306. In FIG. 3B the player's head 300 hasmoved to the left and somewhat upward revealing the front side 306, leftside 308 and top 310 of the cube 304. In FIG. 3C the player has movedtheir head to the right and somewhat upward revealing the front side306, right side 312 and top 310 of the cube 304. In regards to motionparallax, it is seen that the relative movement of the player's headrelative to the display reveals additional features of the image and hasbeen shown to produce a 3D virtual reality effect. As but an example,OpenGL or DirectX 3D rendering pipeline software may be used.

FIGS. 3D-3E illustrate a 3D, motion parallax effect which can begenerated by lenticular technology as opposed to a software basedapproach. According to this embodiment primary game display 104 such asa video display is configured to generate graphics for the game orevent. Superimposed over the primary game display 104 is a lenticularmask 352 which preferably is a transparent video display which can becontrolled to generate vertical, spaced, lenticular barrier lines 354.As shown in FIG. 3D the barrier lines 354 and the images displayed atthe primary game display 104 are coordinated such that each eye of theviewer sees a different view of the interleaved image thereby producingthe known lenticular effect. In traditional, static, lenticularpresentations, the effect is attenuated if not lost when a player movestheir head. To provide for the motion parallax effect using lenticulartechnology, the movement of the player's eyes as shown in FIG. 3E issensed by the digital camera 122 and the primary game display 104 imagesand lenticular mask 352 barrier lines 354 are adjusted accordinglyproducing the desired effect. As mentioned herein, the barrier mask 352may include touch screen functionality and the movement of the playermay be coordinated with the touch screen to provide different inputopportunities to the player. Further the movement of the player can beused as a gesture input as described herein.

FIGS. 4A-4B illustrate the effect in regards to the view of a set 400 ofslot machine reels displayed at the gaming device 100 primary gamedisplay 104. In FIG. 4A the gaming device 100 is provided with a digitalcamera 122 disposed between the primary game display 104 and the topglass 114. The player's eye position 402 in FIG. 4A is approximatelyaligned with the center of the primary game display 104 hence the set400 of reels appears such that only the front of the reel strips isvisible. The graphics software rending the view of the reel strips maybe configured to provide a degree of perspective. If the player movestheir head to right to a position suggested in FIG. 4B this movement isdetected by the digital camera 122 and the primary game display 104 iscontrolled to display the set 400 of reels such that it appears to theplayer that they are seeing somewhat behind the front of the reel stripsto view the rear structure of the reels. The advantages and features ofthis functionality will be described below.

Turning to FIGS. 5A-5B the gaming device 100 hardware 501 for itsvarious controller(s) is shown for purposes of illustration. Thehardware 501 includes base game integrated circuit board 503 (EGMProcessor Board) connected through serial bus 505 to game monitoringunit (GMU) 507 (such as a Bally MC300 or ACSC NT), and player interfaceintegrated circuit board (PIB) 509 connected to player system interfacedevices 511 over buses 513, 517, 519, 521, 523. Gaming voucher ticketprinter 525 (for printing player cash out tickets) is connected to PIB509 and GMU 507 over buses 527, 529. EGM Processor Board 503, PIB 509,and GMU 507 connect to Ethernet switch 531 over buses 533, 535, 537.Ethernet switch 531 connects to a slot management system (SMS) and acasino management system (CMS) network over bus 539. Ethernet switch 531may also connect to a server based gaming server or a downloadablegaming server. GMU 507 also may connect to the SMS and CMS network overbus 541. Speakers 543 produce sounds related to the game or according tothe present invention connect through audio mixer 545 and buses 547, 549to EGM Processor Board 503 and PIB 509.

Peripherals 551 connect through bus 553 to EGM Processor Board 503. Theperipherals 551 include, but are not limited to the following and mayinclude individual processing capability: bill/ticket acceptor tovalidate and accept currency and ticket vouchers, player loyalty cardreader, the player interfaces including features to support the touchscreen/gesture functionality such as buttons 106, primary game display104, and secondary display (with or without touch screen functionality),monitors and lights, reel control units where the gaming terminal 100 isa stepper game and biometric reading (capturing) devices such as thedigital camera(s) 122. For example, a bill/ticket acceptor is typicallyconnected to the game input-output board of the EGM processing board 503(which is, in turn, connected to a conventional central processing unit(“CPU”) board), such as an Intel Pentium microprocessor mounted on agaming motherboard. The I/O board may be connected to CPU processorboard by a serial connection such as RS-232 or USB or may be attached tothe processor by a bus such as, but not limited to, an ISA bus. Thegaming motherboard may be mounted with other conventional components,such as are found on conventional personal computer motherboards, andloaded with a game program which may include a gaming device operatingsystem (OS), such as a Bally Alpha OS. EGM processor board 503 executesa game program that causes the gaming device 100 to display and play agame. The various components and included devices may be installed withconventionally and/or commercially available components, devices, andcircuitry into a conventional and/or commercially available gamingdevice housing 102, examples of which are described above.

When a player has inserted a form of currency such as, for example andwithout limitation, paper currency, coins or tokens, cashless tickets orvouchers, electronic funds transfers or the like into the currencyacceptor, a signal is sent by way of bus 553 to the I/O board and to EGMprocessor board 503 which, in turn, assigns an appropriate number ofcredits for play in accordance with the game program. The player mayfurther control the operation of the gaming device 100 by way of otherperipherals 551, for example, to select the amount to wager via a playerinterface such as the buttons 108. The game starts in response to theplayer operating a start mechanism such as the handle 112, button suchas a SPIN/RESET button touch screen icon or depressing a button 108 orpulling the handle 112. The game program includes a random numbergenerator to provide a display of randomly selected indicia on one ormore of the primary and/or secondary displays. In some embodiments, therandom number generator may be physically separate from gaming terminal100; for example, it may be part of a central determination host systemwhich provides random game outcomes to the game program. Finally,processor board 503 under control of the game program and OS comparesthe final display of indicia to a pay table. The set of possible gameoutcomes may include a subset of outcomes related to the triggering of afeature or bonus game. In the event the displayed outcome is a member ofthis subset, processor board 503, under control of the game program andby way of I/O Board 553, may cause feature game play to be presented onthe primary game display 104 or a display constituting all or a portionof the top glass 114.

Predetermined payout amounts for certain outcomes, including featuregame outcomes, are stored as part of the game program. Such payoutamounts are, in response to instructions from processor board 503,provided to the player in the form of coins, credits or currency via I/Oboard and a pay mechanism, which may be one or more of a credit meter, acoin hopper, a voucher printer, an electronic funds transfer protocol orany other payout means known or developed in the art.

In various embodiments, the game program is stored in a memory device(not shown) connected to or mounted on the gaming motherboard. By way ofexample, but not by limitation, such memory devices include externalmemory devices, hard drives, CD-ROMs, DVDs, and flash memory cards. Inan alternative embodiment, the game programs are stored in a remotestorage device. In one embodiment, the remote storage device is housedin a remote server such as a downloadable gaming server. The gamingdevice 100 may access the remote storage device via a networkconnection, including but not limited to, a local area networkconnection, a TCP/IP connection, a wireless connection, or any othermeans for operatively networking components together. Optionally, otherdata including graphics, sound files and other media data for use withthe gaming device 100 are stored in the same or a separate memory device(not shown). Some or all of the game program and its associated data maybe loaded from one memory device into another, for example, from flashmemory to random access memory (RAM).

In one or more embodiments, peripherals may be connected to the systemover Ethernet connections directly to the appropriate server or tied tothe system controller inside the gaming device 100 using USB, serial orEthernet connections. Each of the respective devices may have upgradesto their firmware utilizing these connections.

GMU 507 includes an integrated circuit board and GMU processor andmemory including coding for network communications, such as the G2S(game-to-system) protocol from the Gaming Standards Association, LasVegas, Nev., used for system communications over the network. As shown,GMU 507 may connect to a player card reader 555 (component 116 inFIG. 1) through bus 557 and may thereby obtain player card informationand transmit the information over the network through bus 541. Gamingactivity information may be transferred by the EGM Processor Board 503to GMU 507 where the information may be translated into a networkprotocol, such as S2S, for transmission to a server, such as a playertracking server, where information about a player's playing activity maybe stored in a designated server database.

PID 509 includes an integrated circuit board, PID processor, and memorywhich includes an operating system, such as Windows CE, a playerinterface program which may be executable by the PID processor togetherwith various input/output (I/O) drivers for respective devices whichconnect to PID 509, such as player interface devices 511, and which mayfurther include various games or game components playable on PID 509 orplayable on a connected network server and PID 509 is operable as theplayer interface. PID 509 connects to card reader 555 through bus 523,player system interface display 24 through video decoder 561 and bus521, such as an LVDS or VGA bus.

As part of its programming, the PID processor executes coding to drivesystem interface display 118 and provide messages and information to aplayer. Touch screen circuitry 563 interactively connects display 118and video decoder 561 to PID 509; such that a player may inputinformation and cause the information to be transmitted to PID 509either on the player's initiative or responsive to a query by PID 509.Additionally soft keys 565 connect through bus 517 to PID 509 andoperate together with the display 118 to provide information or queriesto a player and receive responses or queries from the player. PID 509,in turn, communicates over the CMS/SMS network through Ethernet switch531 and busses 535, 539 and with respective servers, such as a playertracking server.

Player interface devices 511, i.e. devices of the player tracking module110, are linked into the virtual private network of the systemcomponents in gaming device 100. The system components include theiVIEW® device (“iView” is a registered trademark of Bally Gaming, Inc.)processing board and game monitoring unit (GMU) processing board mayprovide the functionality of the player tracking module 110. Thesesystem components may connect over a network to the slot managementsystem (such as a commercially available Bally SDS/SMS) and/or casinomanagement system (such as a commercially available Bally CMP/CMS). Theplayer interface devices 511 may also include the digital camera(s) 122in lieu or in addition to providing the digital cameras on the gaminghousing 102.

The GMU system component has a connection to the base game through aserial SAS connection and is connected to various servers using, forexample, HTTPs over Ethernet. Through this connection, firmware, media,operating system software, gaming machine configurations can bedownloaded to the system components from the servers. This data isauthenticated prior to install on the system components.

In an alternative embodiment the player system interface including theplayer tracking display 118 may instead be presented, upon command orrequest by the player, as all or a portion of the primary game display104 as what is referred to a system interface window or service window.Where the primary game display 104 has touch screen functionality, uponcommand or a request, the content at the primary game display 104 suchas a video reel game display is sized to accommodate the service windowdisplay at the primary game display 104. The touch screen functionalityfor the primary game display 104 is configured to enable the player tointeract with the interface through touch screen controls (buttons,sliders, arrows, etc.).

Turning to FIG. 6 is a functional block diagram of a gaming kernel 600of a game program under control of processor board 503, uses gamingkernel 600 by calling into application programming interface (API) 602,which is part of game manager 603. According to the present inventionthe API 602 may include the software module(s) such as the faceAPI(referenced above) for face tracking as well as the software module(s)for rendering the 3d virtual reality images based upon detected motionparallax. These software applications may be stored in a suitable memorydevice such as a flash memory, thumb drive or the like. The componentsof game kernel 600 as shown in FIG. 3 are only illustrative, and shouldnot be considered limiting. For example, the number of managers may bechanged, additional managers may be added or some managers may beremoved without deviating from the scope and spirit of the invention.

As shown in the example, there are three layers: a hardware layer 605;an operating system layer 610, such as, but not limited to, Linux; and agame kernel layer 600 having game manager 603 therein. In one or moreembodiments, the use of a standard operating system 610, such aUNIX-based or Windows-based operating system, allows game developersinterfacing to the gaming kernel to use any of a number of standarddevelopment tools and environments available for the operating systems.This is in contrast to the use of proprietary, low level interfaceswhich may require significant time and engineering investments for eachgame upgrade, hardware upgrade, or feature upgrade. The game kernellayer 600 executes at the user level of the operating system 610, anditself contains a major component called the I/O Board Server 615. Toproperly set the bounds of game application software (making integritychecking easier), all game applications interact with gaming kernel 600using a single API 602 in game manager 603. This enables gameapplications to make use of a well-defined, consistent interface, aswell as making access points to gaming kernel 600 controlled, whereoverall access is controlled using separate processes.

For example, game manager 603 parses an incoming command stream and,when a command dealing with I/O comes in (arrow 604), the command issent to an applicable library routine 612. Library routine 612 decideswhat it needs from a device, and sends commands to I/O Board Server 615(see arrow 608). A few specific drivers remain in operating system 610'skernel, shown as those below line 606. These are built-in, primitive, orprivileged drivers that are (i) general (ii) kept to a minimum and (iii)are easier to leave than extract. In such cases, the low-levelcommunications is handled within operating system 610 and the contentspassed to library routines 612.

Thus, in a few cases library routines may interact with drivers insideoperating system 610, which is why arrow 608 is shown as having threedirections (between library utilities 612 and I/O Board Server 615, orbetween library utilities 612 and certain drivers in operating system610). No matter which path is taken, the logic needed to work with eachdevice is coded into modules in the user layer of the diagram. Operatingsystem 610 is kept as simple, stripped down, and common across as manyhardware platforms as possible. The library utilities and user-leveldrivers change as dictated by the game cabinet or game machine in whichit will run. Thus, each game cabinet or game machine may have anindustry standard processor board 503 connected to a unique, relativelydumb, and as inexpensive as possible I/O adapter board, plus a gamingkernel 600 which will have the game-machine-unique library routines andI/O Board Server 615 components needed to enable game applications tointeract with the gaming machine cabinet. Note that these differencesare invisible to the game application software with the exception ofcertain functional differences (i.e., if a gaming cabinet has stereosound, the game application will be able make use of API 602 to use thecapability over that of a cabinet having traditional monaural sound).

Game manager 603 provides an interface into game kernel 600, providingconsistent, predictable, and backwards compatible calling methods,syntax, and capabilities by way of game application API 602. Thisenables the game developer to be free of dealing directly with thehardware, including the freedom to not have to deal with low-leveldrivers as well as the freedom to not have to program lower levelmanagers 630, although lower level managers 630 may be accessiblethrough game manager 603's interface 602 if a programmer has the need.In addition to the freedom derived from not having to deal with thehardware level drivers and the freedom of having consistent, callable,object-oriented interfaces to software managers of those components(drivers), game manager 603 provides access to a set of high levelmanagers 620 also having the advantages of consistent callable,object-oriented interfaces, and further providing the types and kinds ofbase functionality required in casino-type games. Game manager 603,providing all the advantages of its consistent and richly functionalinterface 602 as supported by the rest of game kernel 600, thus providesa game developer with a multitude of advantages.

Game manager 603 may have several objects within itself, including aninitialization object (not shown). The initialization object performsthe initialization of the entire game machine, including other objects,after game manager 603 has started its internal objects and servers inappropriate order. In order to carry out this function, the kernel'sconfiguration manager 621 is among the first objects to be started;configuration manager 621 has data needed to initialize and correctlyconfigure other objects or servers.

The high level managers 620 of game kernel 600 may include game eventlog manager 622 which provides, at the least, a logging or logger baseclass, enabling other logging objects to be derived from this baseobject. The logger object is a generic logger; that is, it is not awareof the contents of logged messages and events. The log manager's 622 jobis to log events in non-volatile event log space. The size of the spacemay be fixed, although the size of the logged event is typically not.When the event space or log space fills up, one embodiment will deletethe oldest logged event (each logged event will have a time/date stamp,as well as other needed information such as length), providing space torecord the new event. In this embodiment, the most recent events willthus be found in the log space, regardless of their relative importance.Further provided is the capability to read the stored logs for eventreview.

In accordance with one embodiment, meter manager 623 manages the variousmeters embodied in the game kernel 600. This includes the accountinginformation for the game machine and game play. There are hard meters(counters) and soft meters; the soft meters may be stored innon-volatile storage such as non-volatile battery-backed RAM to preventloss. Further, a backup copy of the soft meters may be stored in aseparate non-volatile storage such as EEPROM. In one embodiment, metermanager 623 receives its initialization data for the meters, duringstart-up, from configuration manager 621. While running, the cash in 624and cash out 625 managers call the meter manager's 623 update functionsto update the meters. Meter manager 623 will, on occasion, create backupcopies of the soft meters by storing the soft meters' readings inEEPROM. This is accomplished by calling and using EEPROM manager 631.

Progressive manager 626 manages progressive games playable from the gamemachine. Event manager 627 is generic, like log manager 622, and is usedto manage various gaming device events. Focus manager 628 correlateswhich process has control of various focus items. Tilt manager 632 is anobject that receives a list of errors (if any) from configurationmanager 621 at initialization, and during game play from processes,managers, drivers, etc. that may generate errors. Random numbergenerator manager 629 is provided to allow easy programming access to arandom number generator (RNG), as a RNG is required in virtually allcasino-style (gambling) games. RNG manager 629 includes the capabilityof using multiple seeds.

A credit manager object (not shown) manages the current state of credits(cash value or cash equivalent) in the game machine, including anyavailable winnings, and further provides denomination conversionservices. Cash out manager 625 has the responsibility of configuring andmanaging monetary output devices. During initialization, cash outmanager 625, using data from configuration manager 621, sets the cashout devices correctly and selects any selectable cash out denominations.During play, a game application may post a cash out event through theevent manager 627 (the same way all events are handled), and using acall back posted by cash out manager 625, cash out manager 625 isinformed of the event. Cash out manager 625 updates the credit object,updates its state in non-volatile memory, and sends an appropriatecontrol message to the device manager that corresponds to the dispensingdevice. As the device dispenses dispensable media, there will typicallybe event messages being sent back and forth between the device and cashout manager 625 until the dispensing finishes, after which cash outmanager 625, having updated the credit manager and any other game state(such as some associated with meter manager 623) that needs to beupdated for this set of actions, sends a cash out completion event toevent manager 627 and to the game application thereby. Cash in manager624 functions similarly to cash out manager 625, only controlling,interfacing with, and taking care of actions associated with cashing inevents, cash in devices, and associated meters and crediting.

In a further example, in accordance with one or more embodiments, I/Oserver 615 may write data to the gaming machine EEPROM memory, which islocated in the gaming machine cabinet and holds meter storage that mustbe kept even in the event of power failure. Game manager 603 calls theI/O library functions to write data to the EEPROM. The I/O server 615receives the request and starts a low priority EEPROM thread 616 withinI/O server 615 to write the data. This thread uses a sequence of 8 bitcommand and data writes to the EEPROM device to write the appropriatedata in the proper location within the device. Any errors detected willbe sent as IPC messages to game manager 603. All of this processing isasynchronous.

In accordance with one embodiment, button module 617 within I/O server615, polls (or is sent) the state of buttons at the user interface 1018every two milliseconds. These inputs are debounced by keeping a historyof input samples. Certain sequences of samples are required to detect abutton was pressed, in which case the I/O server 615 sends aninter-process communication event to game manager 603 that a button waspressed or released. In some embodiments, the gaming machine may haveintelligent distributed I/O which debounces the buttons, in which casebutton module 617 may be able to communicate with the remote intelligentbutton processor to get the button events and simply relay them to gamemanager 603 via IPC messages. In still another embodiment, the I/Olibrary may be used for pay out requests from the game application. Forexample, hopper module 618 (where a coin/token hopper is provided) muststart the hopper motor, constantly monitor the coin sensing lines of thehopper, debounce them, and send an IPC message to the game manager 603when each coin is paid.

Further details, including disclosure of lower level fault handlingand/or processing, are included in U.S. Pat. No. 7,351,151 entitled“Gaming Board Set and Gaming Kernel for Game Cabinets” and provisionalU.S. patent application No. 60/313,743, entitled “Form Fitting UpgradeBoard Set For Existing Game Cabinets,” filed Aug. 20, 2001; said patentand provisional are both fully incorporated herein by explicitreference.

Turning to FIG. 7 there is shown a block diagram illustrating in asimplified fashion the functional components for the gaming device 100according to an embodiment of the present invention. One or more digitalcameras 122 are provided as described above. In one embodiment only asingle digital camera 122 may be disposed on the gaming device 100 andconfigured to capture data representing the position of at least theplayer's head and eyes. Where gesture control is desired the digitalcamera 122 may be configured to capture the upper torso of the player aswell as by using a wider angle lens. The data from the digital camera122 is provided to a processor such as CPU 702 which may be the EGMprocessor board 503 or GMU 507 described above or a separate processorlocated at the gaming device 100, player tracking module 110 or remotelywhere remote processing is desired. As shown the CPU 702 is incommunication with the GMU 507 as well as a graphics processing unit704, memory device 706 and image generation module or engine 708. Theengine 708 for generating the 3D virtual reality images as describedherein may be, as discussed above, programmed as one of the libraries612 of the gaming kernel 600 and stored in a suitable memory.

As described in detail below when the 3D virtual reality functionalityis enabled, the peripherals such as the primary game display 104,digital camera 122 and the touch screen may be configured to provideadditional functionality to the game according to the present invention.

In many cases the gaming device 100 will be connected to one or moresystems. FIG. 8 illustrates a casino gaming system 140 that may includeone or more gaming devices 100 and one or more servers. Networkingcomponents facilitate communications between a backend system 142 andgame management units 152 that control displays for carousels of gamingdevices 100 across a network. Game management units (GMU's) 152 (507 inFIG. 5A) connect the gaming devices 100 to networking components and maybe installed in the gaming device housing 102 or external to the gamingdevice 100. The function of the GMU 152 is similar to the function of anetwork interface card connected to a desktop personal computer (PC).Some GMU's 152 have much greater capability and can perform such tasksas presenting and playing a game using a display (not shown) operativelyconnected to the GMU 152. In one embodiment, the GMU 152 is a separatecomponent located outside the gaming device 100. Alternatively, inanother embodiment, the GMU 152 is located within the gaming device 100as the player tracking module 110 (FIG. 1). Optionally, in analternative embodiment, one or more gaming devices 100 connect directlyto a network and are not connected to a GMU 152.

The gaming devices 100 are connected via a network to a network bridge150, which is used for networking, routing and polling gaming devices,including slot machines. The network bridge 150 connects to the back endsystem 142. Optionally, the gaming devices 100 may connect to thenetwork via a network rack 154, which provides for a few numbers ofconnections to the back end system 142. Both, network bridge 150 andnetwork rack 154 may be classified as middleware, and facilitatecommunications between the back end system 142 and the GMUs 152. Thenetwork bridges 150 and network rack 154 may comprise data repositoriesfor storing network performance data. Such performance data may be basedon network traffic and other network related information. Optionally,the network bridge 804 and the network rack 806 may be interchangeablecomponents. For example, in one embodiment, a casino gaming system maycomprise only network bridges 150 and no network racks 154.Alternatively, in another embodiment, a casino gaming system maycomprise only network racks 154 and no network bridges 150.Additionally, in an alternative embodiment, a casino gaming system maycomprise any combination of one or more network bridges 150 and one ormore network racks 154.

The back end system 142 may be configured to comprise one or moreservers as hereinafter described. The type of server employed isgenerally determined by the platform and software requirements of thegaming system. In one embodiment, as illustrated in FIG. 4, the back endsystem 142 is configured to include three servers: a slot floorcontroller 144, a casino management server 146 and a casino database148. As described with reference to FIG. 5 the casino resort enterprisemay include other servers. The slot floor controller 144 is a part ofthe player tracking system for gathering accounting, security and playerspecific information. The casino management server 146 and casinodatabase 148 work together to store and process information specific toboth employees and players. Player specific information includes, but isnot limited to, passwords, biometric identification, player cardidentification, and biographic data. Additionally, employeespecification information may include biographic data, biometricinformation, job level and rank, passwords, authorization codes andsecurity clearance levels.

Overall, the back end system 142 performs several functions. Forexample, the back end system 142 can collect data from the slot floor ascommunicated to it from other network components, and maintain thecollected data in its database. The back end system 142 may use slotfloor data to generate a report used in casino operation functions.Examples of such reports include, but are not limited to, accountingreports, security reports, and usage reports. The back end system 142may also pass data to another server for other functions. Alternatively,the back end system 142 may pass data stored on its database to floorhardware for interaction with a game or game player. For example, datasuch as a game player's name or the amount of a ticket being redeemed ata game may be passed to the floor hardware. Additionally, the back endsystem 142 may comprise one or more data repositories for storing data.Examples of types of data stored in the system server data repositoriesinclude, but are not limited to, information relating to individualplayer play data, individual game accounting data, gaming terminalaccounting data, cashable ticket data, sound data, and optimal displayconfigurations for one or more displays for one or more system game. Incertain embodiments the back end system 142 may include game downloadfunctionality to download and change the game played on the gamingdevices 100, provide server based gaming or provide some or all of thedata processing (including if desired graphics processing as describedherein) to the gaming devices 100.

Of course, one will appreciate that a gaming system 140 may alsocomprise other types of components, and the above illustrations aremeant only as examples and not as limitations to the types of componentsor games used in a casino gaming system.

According to a feature of the present invention the camera 122 isconfigured to capture the image of the player to determine orapproximate the position of the player's eyes relative to the primarygame display 104 for the purpose of rendering 3D graphical images. Thecamera 122 may be positioned at various locations on the gaming device100; however in a preferred embodiment is offset from the center of theprimary game display 104 as by being located between the display 104 andtop glass 114 or to one side or the other of the primary game display104 in the event the primary game display 104 is oriented in a portraitmode. As such the determination of the position of the player's eyesmust take into account the offset from the center of the primary gamedisplay 104. This may be done by one or more of calculation or empiricalalignment. For example, based upon the location the digital camera 122measurements may determine the amount of offset. Preferably even thoughthe compensation for offset can be mathematically calculated andaccounted for empirical adjustment may be required to make sure theeffect is not warped by misalignment and hence erroneous determinationof the position of the player's eyes. For example, upon installation astandard target at a standard position corresponding to the position ofa typical player's eyes may be used to configure the offset and focusthe digital camera 122 to the desired field for the desired capture ofdata. It should be noted that this field may include a field to includeother portions of the player's body where, for example, gesture inputcontrol is desired.

FIGS. 10A-10C illustrate and image, for example a slot machine symbol ofcherries, which can be altered based upon motion parallax caused byrelative movement between the player's eyes and the display. At FIG. 10Athere is shown an image of an object 1000 which is the front face 1002of a three-dimensional image such as a cube as illustrated or sphere,pyramid, cone, cylinder, parallel-piped or other three-dimensionalobject. When the player moves their head upward, this movement isdetected by the digital camera 122 causing the software to render theobject 1000 as in FIG. 10B to now show the front face 1002 as well asthe top 1004 surface. In FIG. 10C of the player has moved their head tothe left and upward (again detected by the digital camera 122) to revealthe front face 1002, top 1004 and left side 1006 of the object 1000.Thus when the player moves their head, this movement is detected ad thesoftware generates graphics based upon the motion parallax of the playerto control the view of the object 1000 at the display producing a 3Deffect.

According to the present invention inasmuch as the position of theplayer's head (and torso) is being detected by the digital camera 122for the purpose of rendering certain images with a 3D effect, suchdetection can also be used to provide controlling input by the player.For example, and with reference to FIGS. 10A-10C, a feature of the gamemay display the object and prompt the player to move right or left, upor down, to reveal additional surfaces of the object 1000. If the playerleans to the left to reveal left side 1006 as suggested in FIG. 10C, theleft side may reveal a bonus or trigger an additional feature. If theplayer raises their head to reveal the top 1004, a different bonus orfeature may be awarded. Bonus combinations may be awarded where theplayer moves to reveal multiple faces of the object 1000. Additionallyor alternatively when the additional views of the object are revealedbased upon the detected motion parallax the gaming device processor maybe configured to adjust the touch screen interface at the display sothat the player can touch a revealed symbol or object to affect an inputas described with reference to FIG. 9 below to make a selection ortrigger a feature or prize.

Similarly other prompts may be provided to the player which can beresponded to by traditional button or touch screen responses by noddingor shaking of the head or movement of the hands or arms. The responsivemovement, i.e. gesture, is detected by the digital camera 122, convertedto data and processed by the processor to convert the gesture into aresponse.

FIG. 9 is a logic diagram illustrating incorporating touch screenfunctionality with games where graphic images are rendered based uponmotion parallax. At 900 the process sequence is started such as a playersitting down at a gaming device 100, enabling a wager and starting play.At 902 the digital camera 122 acquires the face position/orientation ofthe player which is adjusted by any offset such as where the digitalcamera 122 is to one side of the display or the like. At 904 thesoftware determines if the captured data is the face of the player. Ifthe acquired data does not correspond to a player's face the 3Drendition software modules assume a default state such as assuming aplayer's face at a default position and orientation. It should be notedthat the determination of whether a face has been acquired does notrequire identification of the player as, for example, “John Smith”;however the data could be used for that purpose. Situations where a facemay not be determined to have been acquired may be, for example, asituation where the player's face is outside of the camera's field ofview such as where the player is standing or has turned away, or wheremultiple players are in the field of view and the software cannotdetermine the position of a single face. At 906 a determination is madeas to whether the game state is in a feature where rendition of thegraphics based upon motion parallax is desired. For example, the 3Deffect described herein may only be provided for certain one or moreevents or conditions such as a bonus feature, an award event, certaingame symbols or graphics, the display of the system interface servicewindow 1304 (FIG. 13B) or the like. Alternatively the effect may becontinuous. As a further alternative the effect may be attenuated duringcertain conditions and accentuated during others. For example, duringthe base game the motion parallax 3D effect may be attenuated providingonly slight to moderate manipulation of the graphics based upon themovement of the player's head. In other circumstances such as in a bonusevent the effect may be driven to provide a greater 3D effect. If thegame is not in a feature where the motion parallax affect is provided,at 908 the coordinates corresponding to the position for the player'shead/orientation are downscaled providing, for example, the attenuatedapplication of the motion parallax effect functionality. If thiscondition, small movements of the player's head may be ignored andgreater movements are required to drive the effect. If the game is inthe feature, at 910 the coordinates corresponding to the position forthe player's head/orientation are up scaled to accommodate a greateraffect based upon lesser movements of the player's head. At 912 theappropriate processor making the computations based upon the headposition/orientation and the desired effect based upon motion parallax(be it strictly software driven or driven through lenticular technologyas described above) computes the position of the head for example with afrustum extending from the display (or portion of the display) to theplayer's head.

Continuing with FIG. 9, the game, feature or events may invite a touchscreen input to, for example, make a selection. In such a circumstanceat 914 a touch screen touch is detected at a location of the touchscreen. The position of the touch is computed at 916 taking into accountthe position/orientation of the player's head as, for example, computinga ray extending from the virtual position of the graphic object/icontouched, the touch screen sensor grid to the player's eyes. Rhodes, U.S.Pat. No. 7,697,751 filed Dec. 29, 2005 and titled “Use of Ray TrackingFor Generating Images For Auto-Stereo Displays”, the disclosure of whichis incorporated by reference, discloses this technique. If the touchedposition corresponds to an accepted input at 918 the touch inputs issent at 920 to the game engine and the process is finished at 922. Ifthe touch does not correspond to an accepted input at 918 process isfinished at 922 and the player would have to re-touch the touch screendisplay at 914 to try to enter a proper input. After one or more triesthe game engine may invite the player to make a response through othermeans such as a button, gesture, touch pad, joy stick or the like.

FIG. 12 is a logic diagram for apparatus and methods directed to gesturecontrol as described above. At 1200 the apparatus/process is started.This may occur when a player inserts money or a voucher for gaming atthe gaming device 100. The processor at 1202 enables and acquires datafrom the digital camera 122 to determine the position of the player'shead and face. As stated above software such as the faceAPI software maybe used for this purpose. Depending upon the nature of the gesturesdesired to be used as input the digital camera 122 may be configured toalso acquire the position of the player's torso and arms. At 1204 theprocessor analyzes the acquired data to determine if the player's facehas been found. If the face is not acquired perhaps as a result of theplayer moving or temporary environmental lighting conditions or otherinterference or a malfunction of the digital camera 122, at 1206 theprocessor is configured to assume a default mode, e.g. assume acondition that the face is located at a default position. The facefinding routine is operated on a continuous basis. When a face is foundat 1204 at 1208 the processor determines it position (and expression ifdesired) and uses the acquired position as the new default position.This process is repeated to update the position of the face as thedefault position. If during the play of the game or other operation ofthe gaming device 100 a gesture response is prompted at 1210, theprocessor analyzes the data from the digital camera 122 to determine ifthe player has made a proper gesture response such as by nodding of thehead. If the gesture response is detected at 1212 the response isreceived as input in response to the prompt at 1214. If the processor at1212 cannot determine a proper response or in the event confirmation ofa proper response is desired the player may be invited at 1216 to make anon-gesture response such as by pushing a button or using a touch screeninterface.

An example of the foregoing may be where the player has won an award andis then offered a choice to try to double the award through a displayHi-Lo card selection game. The prompt may be “Do you want to DoubleDown?” If the player nods their head “Yes” the win amount is staked as awager and the double down game is played. If the player shakes theirhead “No”, the award is credited and the double down game is declined.

FIGS. 11A-11C illustrate how the rendition of 3D, virtual reality imagesmay be displayed and how gesture control may be used to navigate througha game feature. The gaming device 100 may be configured to offer a basegame such as a spinning reel game. Based upon a predetermined conditionor event such as the player obtaining certain symbol combinations in thebase game, after a certain number of plays, after a certain number oflosses or an event randomly triggered internally or externally of thegame, the player may be offered to select icons from a field ofdisplayed icons 1100 as shown in FIG. 11A. The processor controls theprimary game display 104 to display the icons 1100 moving closerrelative to the player, i.e. out of the primary game display 104. Theplayer may navigate through the icons 1100 (and obtain different viewsof the icons 1100) by moving their head. The movement of the head isdetected by the digital camera 122 to navigate the view through theapproaching field of icons 1100 perhaps to “home in” on a selected icon1100 or avoid encountering an icon 1100 to receive a prize, FIG. 11Bshows a view of the icons 1100 approaching the player and FIG. 11C showsanother view of the navigation through the field through gestures. Itshould be noted that the gestures could be movement of the head, hands,or torso or a combination. Further, while not highlighted in FIGS. 11A-Cthe movement of the player may also induce a motion parallax, 3D effectto the icons 1100 further enhancing the experience.

FIGS. 13A-13B illustrate the use of gesture and generation of imagesbased upon motion parallax where a system “service window” 1300 isprovides at the primary game display 104. As mentioned above, the playertracking module 110 provides an interface with the backend system 142.In lieu of or in addition to the display 118 at the player trackingmodule 110, the gaming device 100, player tracking module 110 or backendsystem 142 may be configured to control the primary game display 104 tosize the display of game content 1300 (in this example a videopresentation of slot machine reels 1302) to display a system servicewindow 1304 as shown in FIG. 13B. The service window may be provided toimpart information to the player such as available promotions, theplayer's loyalty points and the like. To provide a further effect theservice window 1304 may be controlled to provide to the player the 3D,motion parallax effect. By leaning to the right the service window 1304may appear to extend from the primary game display 104 and may revealadditional features such as touch screen access to other pages such aspages or views behind the service window 1304.

Turning to FIGS. 14A-14B there is shown a further embodiment of thepresent invention. Gaming devices 1400 a, b are arranged in aback-to-back arrangement. While shown to be closely adjacent they may beseparated by a desired distance. Further the gaming devices 1400 a, bmay be instead arranged side-by-side to produce a similar effect ashereafter described. Gaming devices 1400 a, b may be of the typedescribed with reference to FIG. 1 of this application and include thesame equipment, peripherals, hardware, software, firmware, networkconnections and functionalities described above. The gaming devices 1400a, b may be of similar or different appearance and construction. Eachgaming device 1400 a,b has a cabinet 1402 a, b supporting a primary gamedisplay 1404 a,b and a secondary display 1406 a,b. The primary gamedisplay 1404 a,b and secondary display 1406 a,b may be mechanical orvideo/mechanical displays such as a window or glass for viewing a numberof electro-mechanical stepper reels as is known in the art or employmentof a wheel for displaying/selecting either a primary game outcome or abonus game outcome. In a video embodiment, the primary game display 1404a and/or the secondary display 1406 b is, typically, a CRT or aflat-panel display in the form of, but not limited to, liquid crystal,plasma, electroluminescent, vacuum fluorescent, field emission, laser orany other type of panel display known or developed in the art.Combinations of electromechanical stepper reels and overlaying videodisplays are also contemplated as one or both of the primary gamedisplay 1404 a and secondary display 1406 b. Each gaming device 1400 a,b of this embodiment includes one or more player-activated input devicessuch as buttons at a button panel 1408 a, b or a touch screen buttonpanel or by providing touch screen functionality to the primary screendisplay 1404 a, b or secondary display 1406 a, b. As discussed abovewith respect to the prior embodiments, the gaming devices 1400 a, b areconfigured to provide at said displays 1404 a, b or 1406 a, b gamecontent as discussed below.

Each gaming device 1400 a, b includes a digital camera 1410 a, bdisposed to capture data corresponding to a scene 1412 a, b as viewedfrom the gaming device 1400 a, b. In the embodiment shown in FIG. 14 Athe digital cameras 1410 a, b may be located between the primary gamedisplay 1404 a, b and the secondary display 1406 a, b. In the embodimentof FIG. 14 b the digital cameras 1410 a, b may be located behind theprimary game display 1404 a, b or to one side of the primary gamedisplay 1404 a, b. The scene 1412 a, b may include players as well asthe background behind the players. If no players are seated at thegaming machine the scene would be of the background sans a player. Wherea player is playing a gaming device 1400 a, b the data acquired by thedigital cameras 1410 a, b can be used for face position tracking andgesture input as described above. Additionally, and with respect to thisembodiment, the gaming devices 1400 a, b can offer shared communitygaming features as hereinafter described.

FIG. 16 provides a view of a display of a game outcome at for examplegaming device 1400 a. The display includes the game matrix 1414including the outcome game symbols as well as game graphics along theborder of the game display. Also displayed are touch screen input buttonicons such as cash out button 1416, help button 1418, cancel requestbutton 1420 and spin button 1422. Touch screen input button icons ofthis type are well known in the art. The display also includes thedisplay of various meters such as a paid meter 1424, credits meter 1426and bet meter 1428. Again meter displays such as those shown in FIG. 16are will known in the art.

FIG. 17 is a view of a scene 1412 b, i.e. the view captured by thedigital camera 1410 a of gaming device 1400 a. As indicated there is noplayer at the gaming device 1400 b so the scene is of the background asviewed from the digital camera 1410 b.

The play of the gaming devices 1400 a, b may be as described above,i.e., each gaming device 1400 a, b operates independently of the other.However, when an event occurs during play which entitles the gamingdevices 1400 a, b to offer a community gaming game certain displays andofferings are triggered. For example, the event may be after playershave wagered a qualifying amount and have obtained a qualifying outcome,the community game is triggered. Assuming for purposes of discussingthat the player of gaming device 1400 a has qualified for the communitygame and a community gaming event has been triggered. In such a case thedisplay of FIG. 18 or FIG. 19 may be triggered. As these displays show,the event includes the superimposition of the gaming content (in FIG. 18the reels of a video spinning reel game matrix 1414 and in FIG. 19 amatrix 1900 of selections of treasure chest) over the view of the scene1412 b as captured by the digital camera 1410 b (the background scene ofgaming device 1400 b sans a player). It therefore appears to the playerof the gaming device 1400 a that the gaming content is suspended in viewthrough the gaming device 1400 a to the other side of the gaming device1400 b. Where the digital cameras 1410 a, b are capturing scene imagesin real time the background will change in real time giving the playerof the gaming device 1400 a the sense that the gaming content issuspended in air between the gaming devices 1400 a, b. Of course, wherea player is likewise at gaming device 1400 b and it is qualified for thecommunity game, both players would see the gaming content suspended asif suspended between the players and their respective backgrounds.

In one embodiment the community game as between gaming devices 1400 a, bmay present content in a fashion to highlight the impression that thecontent is suspended between the players. For example, if both playersof the gaming devices 1400 a, b are qualified and the player of gamingdevice 1400 a triggers a community gaming event the community gamecontent may be a matrix of selections as shown in FIG. 19. To the playerof gaming device 1400 a the matrix of selections is a shown. However,for the player of gaming machine 1400 b the images or icons aredisplayed in a reverse image, i.e. mirror image, fashion. As the playerof gaming device 1400 b watches the player of gaming device 1400 a makesselections for the community game which selection are displayed to theplayer of gaming device 1400 a is a positive image and those to theplayer of the gaming device 1400 b in a mirror image. During the playerof the community game the digital cameras 1410 a, b continue to captureimages an update the background images for the content for the players.At the end of the community game, any awards are issued and the gamingdevices 1400 a, b return to their standard, base game, play state.

FIG. 15 is a logic diagram related to the offering of a community gamingevent for gaming devices 1400 a, b including the features of facetracking manipulation of images and the community gaming superimpositionof images as described above. At 1500 the community bonus is started asby being triggered at the gaming device 1400 a. At 1502 the system teststo determine whether gaming device 1400 b is qualified. If the player ofgaming device 1400 b is not qualified, at 1504 the system provides asingle player game feature such as by displaying a matrix of selectionwith superimposition over the scene captured by digital camera 1410 bbut without displaying the game feature to the unqualified player ofgaming device 1400 b. At 1506 the bonus feature is ended after theplayer of gaming device 1400 a has completed play and at 1508 thegeneration of the superimposed images is terminated and at 1510 thebonus is ended. If at 1502 the player of gaming device 1400 b is alsoqualified, the superimposition of gaming content over the scene imagescaptured by the digital cameras 1410 a, b is enabled at 1512. At 1514and 1516 the images of the captured background scenes and gaming contentis adjusted for, respectively, gaming machines 1400 a, b based upon facetracking as described above. The players of gaming devices 1400 a, b canmove their heads and generate the motion parallax effects for at leastthe displayed gaming content or for both the gaming content and thebackground scenes. At 1518 he player of gaming device 1400 a plays thefeature game. Where, for example, the feature game is a spinning reelgame and the game matrix is displayed in a positive orientation to theplayer of gaming device 1400 a and as a mirror image to the player ofthe gaming device 1400 b, at 1520 the player of gaming device 1400 a ispaid for wins based upon symbol arrangements from left to right and theplayer of gaming device 1400 b is paid at 1522 for the same symbols ofthe game matrix but on a right to left basis. If at 1524 any selectionsare required the feature continues; otherwise 1510 the bonus iscompleted. If selections are offered in the feature at 1524 the playerof the gaming device 1400 a may make selections at 1526 and ifadditional selections are offered at 1528 the player of the gamingdevice 1400 b may make one or more selections at 1530. When theselection process, if any, is concluded, the feature is ended at 1510.

The feature of superimposition of the gaming content over scene imagesas described above can be provided on a routine basis which can beselectively enabled by the player. Further the scene to be used as thebackground can be imported such as a scene from the restaurant, poolarea or any other real time or recorded scene.

Turning to FIGS. 20-24 further features and embodiments of the inventionwill be described. According to these embodiments selected symbols orimage portions may be controlled to provide the 3D, motion parallaxeffect to enhance those symbols or portions to the player. In oneexample, as shown, symbols may be accorded the 3D motion parallax effectto appear to the player to extend or “extrude” from the reel strip. FIG.20 shows a video game display 2010 which includes five reels 2012 a-earranged in a typical side-by-side arrangement simulating mechanicalreels. As stated above, the display 2010 may have a selected degree of3d motion parallax effect applied as suggested in FIGS. 4A-B such thatmovement of the player's head confers a degree of 3D effect.Additionally one or more symbols such s the “777” symbols 2014 may bedisplayed to have a lesser or greater 3D greater to appear to the playerto extend outward from the reel strip. As the reel strip is displayed toappear to rotate from top to bottom of the display 2010, the effectwould be, for example, to the greatest degree near the top and bottom ofthe display 2010 and attenuated or removed as the 777 symbol 2014approaches the center of the display 2010. This affect may be applied toa lesser degree to other symbols of the display, symbols that are partof a winning combination, higher pay symbols or other symbols or theapplied effect may be related or proportional to the value of thesymbol, i.e. the award based upon the symbol. The 3D effect may beintermittently applied to give the symbols the appearance of “pulsing”away from and back into the reel strip. This affect can be applied toother portions of the game such as images in a bonus feature to enhancethe display effects. The effect may not be fixed such as it may be basedupon factors such as outcomes, anticipated outcomes, bonus features,symbols or graphics introduced into the display 2010 or the like.

FIGS. 21A, B show the 777 symbol 2014 when viewed without the effectsuch as when the 777 symbol 2014 appears in the center of the reel strip2100. FIGS. 22A, B show the 777 symbol 2014 as it would appear, forexample, near the top of the reel strip 2200 with the depth or extruded3D effect applied by virtue of the 3D face tracking software. FIG. 23shows the 777 symbol at the top of the reel strip 2300 having a greaterextrusion effect applied whereas FIG. 24 shows a reel strip 2400 wherethe 777 symbol 2014 has no effect applied since the symbol is viewedstraight on by the player. It should be understood that if the playermoves their head the face tracking software may result in the 777 symbol2014 exhibiting the 3D effect with other symbols. The 3d effect providedto exhibit the extrusion appearance may be combined with face trackingso that an extruded symbol, as a player moves their head, appears to bea 3D extruded symbol.

Turning to FIG. 25 another feature of the invention is shown. When thegaming machine 100 is idle or in a condition where the cameras 122 donot detect a player is present for a period of time, e.g. the player isturned around, preferably the system is controlled by the software touse a default (assumed) position of a player's eyes to render the image.This position may be referred to as the virtual camera position, i.e.the position if a camera viewing the image were positioned at theplayer's eyes. For example, it may be desirable in an attract mode whenno player is present, to apply the 3D effects described above, whichincludes the extrusion effect, to the display to attract players. It hasbeen found, however, than when a player does sit at the gaming machine100 and the cameras 122 first acquire the player's face, there is ajarring discontinuity as the software adjusts from the default positionto the actual position of the player's eyes. There is currently a timedelay on the order of one second for the software to acquire theplayer's face and the software adjusts to produce the desired 3D effect.This jarring or discontinuity can be disconcerting and annoying to theplayers.

To overcome this drawback the present invention according to one or moreembodiments applies a smoothing of such discontinuities. According tothese various embodiments “Slerp” may be selectively used. “Slerp” is ananimation algorithm developed by Ken Shoemake and a description of themathematics can be found at, for example,http://en.wikiopedia.org/wiki/Slerp. “Slerp” is an algorithm thatinterpolates steps between two orientations of an object in a 3Dgenerated scene-be it a virtual model, camera or light. Slerp is usefulbecause it provided for constant speed motion which, when combined withinterpolation of position, allows two arbitrary virtual cameralpositions and orientations to be interpolated between over any givennumbers of steps with a pleasing smooth effect.

While Slerp has been used for interpolating virtual cameral orientationin 3D PC and console games, i.e. the orientation of a viewed of thescene, it is believed that is have not been used before the presentinvention in conjunction with real time face tracking as a means forinterpolating between virtual camera orientations because of the problemthat Slerp, by its nature, is an interpolation and thus requires twoendpoints to interpolate between a number of steps. It has been foundthat simply using Slerp to interpolate between virtual cameraorientations produces a negative effect of adding latency of multipleframes of graphic rendering to the tracking. So while the player sees asmooth change of orientation of the 3D rendition, this change lagsbehind their head movement at least by one or two frames. This smalldelay is enough to ruin the 3D effect as the virtual camera no longeraccurately reflects the position of the player's eyes. At worst thedelay can be nauseating similar to the use of primitive virtual realityheadsets that tracked with a similar latency.

To overcome these problems algorithms have been developed to use Slerpfor only certain scenarios. Turning to FIG. 25, at 2500 the software isinitialized such as at boot up. At 2502 the software determines if aplayer's face was previously detected. If not at 2504 the imagescaptured by the cameras 122 is interrogated to see if a face is nowdetected. If no face is detected at 2504, the software controls thedisplay to display at 2506 in a default orientation of the virtualcamera, i.e. the player's eyes. This default orientation may be basedupon the height of a statistically average sized player. If at 2504 aface is now detected, at 2408 the software slowly interpolates from thedefault position of the virtual camera to the current orientation asdetected in real time by the cameras 122 using Slerp. The interpolationis ideally relatively slow, for example, on the order of one-half secondand serves to smoothly introduce the face tracked view of the player. Italso compensates for the acquisition time of the face tracking algorithmas the player doesn't see a discontinuous movement of the 3D rendering afew seconds after sitting down at the gaming machine 100. Instead, aftera few seconds they have a smooth transition into face tracked 3D.

If at 2502 a face was previously detected at 2510 a determination ismade if a face is still detected. If so, at 2512 the difference betweenthe orientations (previous face detection and current face detection) ismade. If the differences are small (determined by, for example, knownmethods such as the dot product between the two orientation quaternions)then no interpolation is used and the current orientation is used as thevirtual camera orientation at 2514. This prevents any lag during normalface tracked play. It has been found that a 30 degree facial orientationdifferent between the two image samples may qualify as a smalldifference. Other values may of course be used.

If at 2512 the difference is not small, such as where the player haslooked away, than at 2516 a quick interpolation such as over 2-3 framescan be used. Tracking can still work with as much as a 45 degreevariance from a “head on” view of the display.

If at 2510 no face is detected then a timeout period of, for example,ten seconds is initiated. At 2519 the software determines if a face hasbeen re-acquired during the time out period. If at 2518 the time outperiod is reached with no re-acquisition of a face, then at 2520 a slowinterpolation (using Slerp) is used from the previous orientation to thedefault orientation. If at 2519 before the time out period expires aface is re-acquired at 2522 a quick interpolation (again on the order of2-3 frames) between the previous and current orientations is used. Ay2524 the process is finished.

The foregoing description, for purposes of explanation, uses specificnomenclature and formula to provide a thorough understanding of theinvention. It should be apparent to those of skill in the art that thespecific details are not required in order to practice the invention.The embodiments have been chosen and described to best explain theprinciples of the invention and its practical application, therebyenabling others of skill in the art to utilize the invention, andvarious embodiments with various modifications as are suited to theparticular use contemplated. Thus, the foregoing disclosure is notintended to be exhaustive or to limit the invention to the precise formsdisclosed, and those of skill in the art recognize that manymodifications and variations are possible in view of the aboveteachings.

What is claimed is:
 1. A gaming device presenting a game to be played bya player comprising: a video display; apparatus for generating datacorresponding to at least the approximate position correlated to theposition of the player's head relative to the display and changes tosaid relative position during operation of the gaming device; aprocessor configured to (i) control the display to display a randomdisplay of game symbols in a first, two-dimensional, state and (ii) inresponse to the display of at least one of said game symbols defining apredetermined outcome issue a command and using said data from saidapparatus, render an image at said display in connection with said gamebased upon motion parallax to produce a three-dimensional effect.
 2. Agaming device for play by a player comprising: a video display;apparatus for periodically generating a signals indicative of theposition of the head of the player relative to the display; a processorconfigured to (i) control the display to display at least one imagerelated to the play of the game in a first, two-dimensional, state, (ii)in response to a command and using said data from said apparatus, rendersaid image at said display in connection with said game based uponmotion parallax to produce a three-dimensional effect and (iii) detectand process at least predetermined changes to said relative position ofthe head of the player interacting with said at least one image torender an outcome for the gaming device.
 3. A method for presenting agame to be played by a player comprising: displaying images of the gameat a video display; generating data corresponding to at least theapproximate position correlated to the position of the player's headrelative to the display, said relative position changeable duringpresentation of the game; processing said data to control the display todisplay at least one image related to the play of the game in a first,two-dimensional, state and in response to a predetermined outcomeoccurring during the play of the game issue a command and using saiddata from said apparatus, render said image at said display inconnection with said game based upon motion parallax to produce athree-dimensional effect.
 4. The method of claim 3 comprising displayingimages as randomly selected game indicia and processing said data tocontrol the display to display at least one image related to the play ofthe game in a first, two-dimensional, state and in response to a commandissued based upon the predetermined outcome of the display of at leastone predetermined indicia and using said data from said apparatus,render said image at said display in connection with said game basedupon motion parallax to produce a three-dimensional effect.
 5. Themethod of claim 3 comprising rendering a plurality of images at saiddisplay in connection with said game based upon motion parallax toproduce a three-dimensional effect and controlling the display of saidimages responsive to changes in said relative position.
 6. The method ofclaim 5 comprising providing a field of said plurality of images andcontrolling the display to display navigation by said player throughsaid field responsive to changes in said relative position.
 7. Themethod of claim 3 comprising enabling the player to make a wager andsaid player interacting with said images to render an outcome wherebythe player wins or loses their wager.
 8. The method of claim 7comprising processing said data to enable a player to interact with saidat least one image to produce a result based upon said wager.